You can throw a flask of alchemist's fire as a splash weapon with a range of 30 feet. You gain a +2 bonus on CMB checks for 1 hour. It is forged at a lower temperature to preserve its delicate properties. Option 1 +4, -2 to attack rolls and constitution, electricty resistance 30. This power makes the weapon good-aligned and thus bypasses the corresponding damage reduction. Act 3, Drezen (Arcane Weaver); Act 4, Colyphyr Mines Upper level (Kestoglyr); Whenever the wearer of these gloves casts a level 7 (or higher) spell, they get 20 temporary Hit Points for 1 minute. Once per day you can activate this book. Upon reading it, you make one target creature stunned for 1 round, with no saving throw, no matter how powerful it is. This decree can be started once the player acquires the Ancient Map of Old Sarkoris. This rod grants its wielder the ability to make up to three spells they cast per day quickened as though using the Quicken Spell feat. Azata shares a bond with her dragon. The wearer of this amulet suffers a -4 penalty to AC. If the enemy is stunned this way, they suffer an additional 2d8 piercing damage. Act 4, Colyphyr Mines (Scorcher of Souls. Option 1 +3, extra 1d10 holy damage on critical hit, 2d10 is x3 multiplier, 3d10 if x4 multplier. You gain a + 2 bonus on Persuasion skill checks made to intimidate for 1 hour. When all the charges are expended, the rod becomes useless. This shirt increases the wearer's base speed by 10 feet. ContentsIntro / Act 1Act [], Guide to Playful Darkness This was done on Core difficulty. Skull: -1 penalty on Will saving throws. Chaotic creatures in the area of a rune of Jandelay must pass a Will saving throw (DC 28) or gain 2 negative levels for as long as they remain in the area. Bardiche/Heavy Pick (both options come with same enchantments), Club/Flail (same affects across both weapons), Mask (These take up the helmet slot rather than the eye slot, despite it being a mask. This +5 mithral chainshirt grants its wearer fire resistance 30. This +5 vicious oversized greatsword deals additional 6d6 slashing damage to enemies below 30% of their maximum Hit Points. This amulet, created from a shard of the shield of Aroden, the fallen god of humanity, contains the embodiment of wrath upon all enemies of humankind. Every day the wearer finds a random scroll in its pocket. Inevitable Excess DLC, Threshold, Arcane Weaver. Whenever the wielder of this +4 shocking burst light hammer confirms a critical hit, the enemy must pass a Fortitude saving throw (DC 29) or lose all its DR, if it had any, for 2 rounds. This item will only be visible to you, admins, and anyone marked as a creator. Whenever the wearer of these gloves makes a full attack and successfully strikes a single enemy with both their main-hand and off-hand weapons, the enemy suffers a -2 penalty on attack rolls and is bleeding for 3 rounds. Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. This rod grants its wielder the ability to change the elemental damage of up to three spells they cast per day to cold damage. Whenever the wearer of these bracers confirms a critical hit with a two-handed weapon, the enemy must pass a Will saving throw (DC 24) or become unable to attack for 1 round. Empower Spell: All variable, numeric effects of an empowered spell are increased by half including bonuses to those rolls. In addition, all wearers allies deal additional 3d6 fire damage on successful attacks with weapons for 1 round. 20d6 damage on first sneak attack per enemy anyone?). This belt grants its wearer a +4 enhancement bonus to Strength. However the wielder suffers -3 penalty to attack. This belt grants its wearer a +6 enhancement bonus to Dexterity. Whenever the wielder of this +5 flaming burst weapon lands a first hit against a new enemy, the enemy must pass Fortitude saving throw (DC 32) or catch on cursed fire which makes it unable to cast spells for 1d3 rounds. A spell whose casting time is more than 1 round or 1 full-round action cannot be quickened. This +3 trident grants the wielder an ability to summon a large water elemental once per day as a 11 level Druid. This +5 vicious sacrificial bleed scimitar grants its wearer a +2 bonus to CL on transmutation school spells. This effect also grants a competence bonus to attack rolls and AC equal to the owner's Wisdom bonus (if any). When the number of scorches reaches 3, they begin to glow, granting anyone a +2 bonus to attack against such creatures. This +3 quarterstaff adds +2 to the DC for all saving throws against spells from the wielder casts. Act 5, Skeletal Salesman (Magicional Mysterical Spellthingies). This diadem increases the damage dealt by the kineticist's simple energy blasts by 3d6 points and by kineticist simple physical blasts by 3d6+3. Whenever the wielder of this +3 keen light pick attacks any enemy with DR, the DR is decreased by 1 until the end of the combat. Act 5, Relic Decree (Voice of the Cursed Bard). These boots grant the wearer a +20 feet bonus to moving speed and an immunity to prone condition. Act 4, Ten Thousand Delights, Quest reward from Third Wheel. Only the area dispel is possible, not the targeted dispel or counterspell versions of greater dispel magic. These boots grant their wearer a +10 competence bonus on Lore (Nature) skill checks. This +5 thundering falchion grants its wearer a +5 competence bonus to CMB. This +2 cold iron rapier deals additional 1d6 piercing damage against enemies who are under mind-affecting effects. Sidenote- I ended up as a Lich as a full Demonslayer 2hander character, is that a really bad combo? This gift was presented to you by the quartermaster Wilcer Garms on behalf of the soldiers of Drezen, each of whom prayed over the figure, hoping for your success. I'll ask around. This +2 breastplate grants the wearer a +2 insight bonus to AC against attacks made with natural weapons. If it lands a hit on an enemy wielding a weapon, the enemy should pass the same saving throw but suffer -2 penalty to attack for one round. This power makes the weapon good-aligned and thus bypasses the corresponding damage reduction. It is not very complicated: Have a cleric with pilar of life spell (level 5 spell). Bolster Spell: Spell now deals 2 more damage per die rolled to all its targets. Whenever the wearer of this cloak lands a killing blow, they are affected by Greater Invisibility spell as it was cast by 15th level wizard. This unique bomb was created by Alichino. Whenever this +2 radiant dwarven urgrosh confirms a critical hit, it deals additional 4d6 holy damage. Whenever the wearer of this shirt kills an enemy with a fire spell, they gain immunity to ability score damage and their mental abilities scores are increased by +6 for 3 rounds. These boots grant their wearer a +1 dodge bonus to AC against demons and one additional attack of opportunity per round. 358, P.C 112, Ruwi, Sultanate of Oman. When you have 500 champions and in round 1 65 are nuked, you have 435 left in round 2, when the teleporting type V demoness kills another 112, leaving you with 323. These gloves have claws that deal 1d8 slashing damage on an unarmed attack. Act 3, Relic Decree (The Phylactery of Stevanius The Rotten). Under its effect, all your fire spells deal additional 2d6 unholy damage. This +3 padded armor grants the wearer resistance to negative energy 30. Choosing this just levels you with the partially completed item, but the enchant option in crusade mode just shows up in red as if you dont have the item. Whenever it lands a hit, the target must make a successful Fortitude save (DC 35) or become staggered for 1 round. On a successful saving throw the enemy becomes staggered for 1 round. This +3 chainshirt barding grants its wearer a +2 bonus to Dexterity ability score, and immunity to ability score damage for the first 3 rounds of combat. This ring grants its wearer a +7 deflection bonus to AC. The owner of this quiver can use it to shoot 20 units of monstrous humanoid bane ammunition. Lesser rods can be used with spells of 3rd level or lower. Like most bonuses, an armor bonus does not stack with armor bonuses from different sources, such as bonuses from wearing armor or from Mage Armor spell. This book grants a +1 competence bonus to CMD and CMB. If anyone reads this book, she permanently gains a +2 inherent bonus to her Dexterity score. Whenever this +1 bardiche lands a hit on a medium or smaller creature, the target must pass a Fortitude saving throw (DC 17) or suffer additional weapon damage. If the wearer is of neutral alignment, the wearer can use both of abilities. Greater metamagic rods can be used with spells of 9th level or lower. It also deals additional 8d6 piercing damage on a successful charge. This +4 anarchic dueling sword allows its wielder to add half their rank in Mobilty skill as a bonus to damage rolls on critical hits and attacks of opportunity. You also get a +1 insight bonus to AC against outsider creatures. This headband grants its wearer a +4 enhancement bonus to Charisma and Wisdom ability scores. Whenever this +3 radiant cold iron heavy mace lands a hit, the enemy must pass a Fortitude saving throw (DC 23) or become sickened for 1d4 rounds. You also gain hardness 10 (works identical to DR 10/-, except it stacks with any other DR you might have). It also grants one additional attack of opportunity per round. Extend Spell: An extended spell lasts twice as long as normal. I wound all." Limning effect: When a liming weapon is wielded, a pale glow outlines it. Amulet of agile fists +3 and +4 are available from the Drezen arcane weaver in act 5, You have both Dark Acolyte and Master Robe listed as just "The Last Sarkorians", where exactly are they? This cloak grants its wearer a +1 resistance bonus on all saving throws. This is a guide to all of the restored relics in crusade mode, and what gear you can get from it. Whenever the wielder of this +5 thundering burst sling staff suffers 30 or more damage from an enemy in a single hit, he gets 2 additional attacks with this sling staff per round for 3 rounds. Airship event during Chapter 4 (any captain); Choice: Search the ruins for any signs of treasure; Followed by DC 39 check (Religion works but Trickery or Intimidate should as well); Events before the choice: harpies, hurricane, Dragon cultists. These bracers grant their wearer an armor bonus of +6, just as though they were wearing armor. This weapon is good on healers, who can have their AI disabled to time heals well, and ignore up to one crippling debuff per encounter. In addition, they also grant a +2 bonus on damage rolls while mounted. Whenever the wearer of this cloak fails a saving throw, they get a +10 bonus on all skill checks and saving throws for 1 round. To cast a spell, the wearer still needs to have a spell slot of the required level. This helmet is imbued with demonic powers. This belt grants its wearer a +2 enhancement bonus to Constitution. Scan this QR code to download the app now. Whenever the wielder of this shield is critically hit, a joyful rapture spell is activated as if it was cast by 12th level cleric. Whenever you don't have full HP, anytime you cast a spell on an ally, you gain fast healing 5 for 1d3 rounds. 3. Whenever the wearer takes physical damage, they gain DR 20/- for 1 round. These boots also grant their wearer a +4 enhancement bonus to Dexterity ability score. Act 1, Market Square ((Nabasu (only appears after Tavern defence)). Allies instead are under a constant haste spell effect. This choker protects the wearer from losing their head, and not only in bed. Maximize Spell: All variable, numeric effects of a spell modified by this feat are maximized. The owner of this quiver can use it to shoot 30 units of enchanted ammunition. The spell no longer applies precision damage. If the wielder of this +2 axiomatic gnome hooked hammer has any Lawful alignment, the first hit during a round they land on a creature with any Chaotic alignment deals additional 1d6 holy damage. It is forged at a lower temperature to preserve its delicate properties. If the wearer of this headband has the ability Channel Positive Energy, it increases the amount of damage this ability does to undead creatures or heals to living creatures by +4d6. Whenever the wielder of this +2 scimitar lands a hit with it on a chaotic evil creature, it applies a -1 penalty to that creature's damage rolls until the end of combat. It also deals an extra 2d6 points of damage against such foes. Each hit with any of these weapons deals additional 3d6 unholy damage on hit. Whenever the wielder of this +4 holy scimitar confirms a critical hit, they make a Lore (Religion) check (DC 40). All party members in 30-feet area get a +2 bonus to caster level checks made to overcome spell resistance. If the owner is evil alignment, it will summon 1d2+1 monadic devas. If the wearer is on the Lich Mythic Path, the effects of this ability are reversed. On the round following a direct hit, the target takes an additional 1d6 points of damage. I found an unnamed brilliant energy handaxe in act 5 on one of treasure islands (dlc 3). A successful saving throw halves the damage and negates being knocked prone. These boots grant its wearer immunity against electricity as well as stunned and staggered conditions. Additionally for a standard action the wearer can use Light Nova ability, it deals damage to the wearer equal to 25% of her HP and heals everyone by 40 hp and deals 20 damage to all enemies. A "two swords" crusade event, if you chose to give both swords to Nenio, results in you receiving the following weapon: Added thanks. Quicken Spell: Casting a quickened spell is a swift action. This +2 hide barding grants its wearer cold resistance 10 and a +2 competence bonus on saving throws against movement-impairing effects. This diadem increases the damage dealt by the kineticist's simple energy blasts by 2d6 points and by kineticist simple physical blasts by 2d6+2. Whenever the wielder of this +5 bleed icy burst dueling sword confirms a critical hit, the enemy must pass a Fortitude saving throw (DC 31) or become unable to attack with weapons for 2 rounds. Whenever this +2 battleaxe lands a hit, the target must pass a Fortitude saving throw (DC 17) or suffer 1d3 Constitution ability damage. While under this effect, an enemy thats attacking the wearer must pass a reflex saving throw (DC 17) or suffer 3d4 piercing damage. The enchantments on this amulet allow the wearer to conceal their alignment. These bracers grant their wearer an armor bonus of +9, just as though they were wearing armor. This +5 evil outsider bane kama grants its wearer a +12 competence bonus on Lore (Religion) skill checks. While under this effect, the creature suffers 2d6 positive energy damage for 2 rounds. These gloves grant the wearer a +5 competence bonus to Knowledge (World), a +5 competence bonus to Persuasion skill checks and a +2 enhancement bonus to Charisma. This +2 shortspear absorbs water from the target on each hit. This +3 padded armor grants the wearer a +5 competence bonus on Mobility checks, a +3 bonus to CMB, and a +3 bonus to CMD. This +3 flaming light crossbow grants its wielder a +2 insight bonus to attack and damage rolls against non-living creatures. Greater rods can be used with spells of 9th level or lower. These bracers grant their wearer an armor bonus of +2, just as though they were wearing armor, and a +3 competence bonus on all Knowledge: arcana checks. The wearer suffers -2 penalty to attack rolls and Constitution score. This effect stacks. These boots allow their wearer to add half their rank in Perception skill to damage on their first attack with a ranged weapon every round. On Golarion. This cape grants its wearer a +1 bonus to Enchantment school spells' DC. The enemy starts doubting that violence is an answer and thus will suffer -1d4 penalty on attack rolls for one round. This +3 cruel heavy flail deals 1d12 damage instead of 1d10 and has piercing/bludgeoning damage instead of bludgeoning. In addition, whenever the wearer is mounted, they can use this ability on a mount instead of themself. It also enables the wielder to use greater dispel magic (once per round as a standard action) at the class level of the wielder. In addition, this cloak grants a +10 competence bonus on Stealth skill checks. Summons a tiny pet sovereign dragon. This sacred weapon provides spell resistance of 5 + the wielder's class level to the wielder and anyone adjacent to her. Whenever the wielder of this +3 light crossbow lands the first hit in a round against an enemy, that enemy's consciousness and love to all life awaken. Act 5 (Deskari loot, certain paths only?). Act 4, Wirlong Black Mask, Fleshmarkets, looted from his corpse. While the roots are active the wearer gains a +4 bonus to CMD against trip, bull rush, overrun and grapple combat maneuvers. This dried hand grants the owner an ability to cast the death ward spell once per day as a 9th level Cleric. Bolster Spell: Spell now deals 2 more damage per die rolled to all its targets. Option 2 Whenever the wielder of this ammuntion lands a hit, the enemy must pass a fortitude saving throw (DC 32) or be stunned and become vulnerable to sonic damage for 3 rounds. This robe grants is wearer a +3 bonus on saving throws against mind affecting spells. This ring grants the wearer a +5 competence bonus on Persuasion checks and grants their companions a +1 morale bonus on all skill checks. Whenever the wielder confirms a critical hit, it and grants them a +4 bonus on Initiative rolls as well as 1 extra attack with a maximum attack bonus for 1 round. For 1d4 rounds, all subsequent hits against that target deal 1d3 positive energy damage. Whenever the wearer of these gloves lands a sneak attack against an enemy, the enemy becomes vulnerable to fire for 1 round and suffers additional 2d6 fire damage. If the wearer is neutral, there is an equal chance to summon angels or demons.
Danny Messer Obituary,
Who Is The Largest Landowner In The United States,
Friday Night Funkin Models,
Articles U